National Repository of Grey Literature 6 records found  Search took 0.01 seconds. 
Procedural Generation of Voxel Models
Hypeš, Tomáš ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
Rendering of Terrain and Water Surface in a Computer Game
Kopecký, Marek ; Kajan, Rudolf (referee) ; Herout, Adam (advisor)
This bachelor's thesis deals with rendering of water and terrain, which is a key part of many computer games and simulations. The resulting application runs fluently and is powered by XNA Framework. Rendering of terrain includes multi-texturing and lighting. The water simulation includes reflection and refraction of ray on water surface. Foam is rendered on the bank of water. Water waves are computed using the inverse discrete Fourier transform.
Belieavable decision making in large scale open world games for ambient characters
Plch, Tomáš ; Brom, Cyril (advisor)
] Title: Believable Decision Making in Large Scale Open World Games for Ambient Characters Author: Tomáš Plch Department / Institute: Department of Software and Computer Science Education Supervisor of the doctoral thesis: Mgr. Cyril Brom, Ph. D., Department of Software and Computer Science Education Abstract: Large scale open worlds for computer games are inhabited by populations of Non- Player Characters (NPC). Believability of these NPCs is key in presenting immersive gameplay to the player. Managing complexity of NPC behaviors is a fundamental game development problem. This thesis is focused on increasing believability of NPCs' behaviors by providing an enhanced language for specifying action selection for these characters. The language is based on the Behavior Tree paradigm combined with object-oriented programming. We introduce our language's mechanisms that enable a developer to create complex, yet maintainable behaviors for individual NPCs. Second, we introduce our mechanism called Intelligent Environment aimed at maintaining a believable game environment able to adapt to player's actions and NPC's behaviors. Thirdly, we present our Smart construct concept which provides NPCs with context relevant behaviors from dedicated behavior containers to employ them when present at locations, using objects,...
Procedural Generation of Voxel Models
Hypeš, Tomáš ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
Belieavable decision making in large scale open world games for ambient characters
Plch, Tomáš ; Brom, Cyril (advisor)
] Title: Believable Decision Making in Large Scale Open World Games for Ambient Characters Author: Tomáš Plch Department / Institute: Department of Software and Computer Science Education Supervisor of the doctoral thesis: Mgr. Cyril Brom, Ph. D., Department of Software and Computer Science Education Abstract: Large scale open worlds for computer games are inhabited by populations of Non- Player Characters (NPC). Believability of these NPCs is key in presenting immersive gameplay to the player. Managing complexity of NPC behaviors is a fundamental game development problem. This thesis is focused on increasing believability of NPCs' behaviors by providing an enhanced language for specifying action selection for these characters. The language is based on the Behavior Tree paradigm combined with object-oriented programming. We introduce our language's mechanisms that enable a developer to create complex, yet maintainable behaviors for individual NPCs. Second, we introduce our mechanism called Intelligent Environment aimed at maintaining a believable game environment able to adapt to player's actions and NPC's behaviors. Thirdly, we present our Smart construct concept which provides NPCs with context relevant behaviors from dedicated behavior containers to employ them when present at locations, using objects,...
Rendering of Terrain and Water Surface in a Computer Game
Kopecký, Marek ; Kajan, Rudolf (referee) ; Herout, Adam (advisor)
This bachelor's thesis deals with rendering of water and terrain, which is a key part of many computer games and simulations. The resulting application runs fluently and is powered by XNA Framework. Rendering of terrain includes multi-texturing and lighting. The water simulation includes reflection and refraction of ray on water surface. Foam is rendered on the bank of water. Water waves are computed using the inverse discrete Fourier transform.

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